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Recommended Items
Runes:
+8 Ability Haste
+2% Movement Speed
+10-180 Bonus Health
Spells:
Flash
Smite
Items
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Threats & Synergies
Jarvan IV
Jarvan is particularly nasty, able to throw out all of their lockdown before the Silence or Suppression can usually stop them. They also have very early gank pressure combined with enough burst to annihilate any Malz without some armor items.
Cho'Gath
A prophet and a monster. Malz Silence -> Rupture -> Suppression -> Cho Silence is enough guaranteed CC to kill any lane opponent, not to mention easy to combo into each other.
Cho'Gath
A prophet and a monster. Malz Silence -> Rupture -> Suppression -> Cho Silence is enough guaranteed CC to kill any lane opponent, not to mention easy to combo into each other.
Champion Build Guide

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Jung-ling
Malzahar Jungle is a more Voidling-centric playstyle that conjures an innumerable swarm of Voidlings to tank and kill monsters. This makes Malzahar Jungle particularly adept at fighting for objectives!
- Powerful objective taker; Voidlings tank very well.
Nether Grasp makes ganking as easy as pressing R.
- Amazing build versatility allows teching into any composition.
- Can clear camps quickly without prioritizing damage.
Call of the Void has 2-second AOE silences on a 3 second cooldown.
Beyond the Voidlings, Malzahar's teamfight impact is salient. Malzahar Jungle provides silences, slows (with Rylais), skillshot-blocks, vision scouting, and a suppress. Even without a high income, this utility-focused build is able to provide ample support to the team, easily shutting down fed carries.
Of course, no build is without weaknesses; Malzahar Jungle cannot reliably build raw damage, so it's not uncommon to have the lowest damage dealt to champions in the game, despite the enormous damage dealt to objectives. Further, the build has fairly weak ganks until

- Must become adept at using
Unsealed Spellbook.
- Weak ganker until level 6.
- Overexerting mana can limit jungling speed.
- Susceptible to multiple divers.
Quicksilver Sash starts limiting ult targets.
Customizlings

Unsealed Spellbook is always versatile and impactful, befitting a high utility jungler like Malzahar. Other keystones addressed further down. Check out the Stage of the Game section for information on how to effectively swap with Spellbook!
Rune? More Like Ruined
There are, of course, a number of other very tempting runes in the other trees. so why have I opted against using those?
I did experiment with all of these options to some degree, and the results are as follows:
All three keystones were found to be very mediocre.


The slightly increased ult burst from

Additionally, out of the runes in Sorcery, Malz only really heavily desires






Additionally, in mid-late teamfights, both of the damaging runes get spread out across too many targets to do anything meaningful since Malzahar doesn't get the luxury of only bursting down one target usually.
The Domination tree is too damage-focused to appeal to the utility-minded Malzahar.
A Void Order





Malefic always adds more DPS per rank than Void Swarm per rank.
2 extra Voidling damage per rank up is an insult.
(it's so bad, it makes me sad...)
Malzabilites
Minion damage won't consume the passive, but monster damage will.
While the passive is up, you can eat Honeyfruit without slowing down.
It's not technically a spell shield, meaning it doesn't cancel spells outright. A spell shield would cancel Lee Sin's

The cooldown substantially decreases with Malzahar's level.
Refreshes the duration of Malefic Visions.
The spell provides vision, but the vision's width is thinner than the spell's actual width. Thus, be prudent with the cast location to secure vision.
Silenced targets are unable to use summoner spells, except for

Has a surprisingly generous cast range, AOE, and damage linger.
There are a few thin walls that Voidlings can be summoned across. The most useful is the thin wall next to Blue / Red buff!
Voidlings have a short delay before they are interactable. Thus, while possible to block projectiles with Voidlings, it requires a preemptive summon.
Voidlings deal 50% damage to Epic monsters.

Provides a small bit of mana back each time it bounces. Useful with the Raptor camp, the Krug camp, and minion waves.
Voidlings deal 300% damage to minions (not monsters) afflicted by the visions. Also, the visions themselves execute minions below a certain threshold.

When facing engage champions like Zac, cast Nether Grasp at them before they get into range. This will cause Malzahar to cast it the instant the target gets close!
The spell interrupts any movement the target was in the middle of. Great for stopping dashes, blastcone jumps, or engages. It also provides vision for the channel's duration.
When an enemy is particularly fed, keep an eye on their inventory to see if they bought

Null Set

The movement speed is fantastic for quickly reaching objectives and for kiting enemies within the jungle.


Malzahar litters the battlefield with spells which can rapidly apply slows to multiple targets. It's quite potent, though there may be situations where you may prefer rushing haste instead. It's good for peeling, chasing, confirming, backscratching; useful in any situation where ample slows matter (which is most).
One of the largest sources of Ability Haste in the game. Extra speed sweetens the deal, though that's more useful for Malz than for the team. A great choice if some critical silences can destroy specific enemies.
Malzahar Jungle's ambient damage is very low. Even after ample testing, with several iterations of items like



Given the utility-focused desires of Malzahar Jungle, it is perhaps no surprise that ability haste and vision is always going to be useful, especially for avoiding ambushes and flanks. A good general choice to scout out assassins and artillery champions.






Malzahar Jungle is not a damage carry.
I've tried various iterations. With Comet, with Sorcs, with Liandries, with Void Staff. There just isn't enough gold in the jungle to ramp up in damage in a meaningfully fast way, especially if trying to be objective-focused at the same time. The most promising option is

Additionally, the path to maximizing damage is largely mutually exclusive to maximizing utility, since the damage options don't provide much Ability Haste (and when they do, it's expensive). The camp-clear difference is not that significant whether going AP or utility.
I tried a multitude of test matches: unless atrociously fed (in which case, you can probably build anything and still win), the damage builds reflected a relative lack of damage being dealt to enemy champions, even over the course of extended games. In many cases, the supports were dealing as much damage as a fully-damage-built Malz Jungle!
The Lings of War
Understanding all the nuances about your Voidlings is critical to maximizing their potential. Their damage should not be underestimated.
- Voidlings always die in one hit to tower shots and champion autoattacks
- Malefic Visions makes Lings deal 300% damage to minions (not monsters)
- Voidlings deal 50% damage to Epic monsters
- Malzahar gains EXP from any targets Voidlings kill, regardless of distance
- Every rank-up, their damage increases by 2
- Every second rank-up, their duration increases by one second (8/8/9/9/10)
Voidlings will aggro anything close by, regardless of whether the target can see them or whether the camp has been aggroed (even when you're trying to hide in a bush...). They will chase until the target escapes their range or a closer target appears.
Voidlings will not chase targets they cannot see or that they lose vision of, through stealth or bush. However, if they are not currently chasing or attacking a target, they will waddle closer to Malzahar.
Voidlings are normally bloodthirsty, adorable, and mindless. However, you can exert some control over what they target.
- Targets hit by
Nether Grasp
- The nearest
Malefic Visions on a Champion
- The nearest
Malefic Visions on a minion
- The nearest enemies next to the Voidlings
Enemies also have some targeting priorities. When a Voidling attacks a champion, nearby enemy minions will turn on that Voidling. Additionally, turrets will always prioritize the Voidlings over the minions, allowing the Lings to soak up to 3 turret turret shots per Swarm!
Lingering Effects
Voidlings have a weird mix of things that they do and don't apply. The comprehensive list of those things is as follows:
Manaflow Band's mana bonus
Rylai's Crystal Scepter and
Serylda's Grudge's slow
Imperial Mandate marks (with
Rylai's Crystal Scepter)
Cosmic Drive's speed boost
Morellonomicon's Grievous Wounds
Luden's Companion,
Blackfire Torch, and
Liandry's Torment
Arcane Comet itself and the cooldown reduction on target hit
Scorch's damage proc
Dark Harvest procs
Ravenous Hunter's omnivamp
Taste of Blood's heal
Riftmaker's stacks
- Mark of the Elder Dragon's burn damage

World Atlas's gold bonus passive
Tear of the Goddess stacks
Phase Rush stacks
Electrocute stacks
Eclipse stacks
Horizon Focus's vision and damage amplification
Conqueror stacks
Spear of Shojin's damage amplification stacks.
Ravenous Hydra's AOE effect
Black Cleaver (Voidlings only deal magical damage)
- Any On-hit effects (
Nashor's Tooth,
Wit's End,
Lich Bane, etc.)
space
The Path is Clear
Malzahar's voidlings tank camps quite well, meaning Malzahar has a healthy full clear regardless of what side you're on.
Because you want to rush for dragon right after the first clear, you should always start with the Buff that is furthest from dragon.
- Kill the Buff
furthest from Dragon with
Smite
- Kill three camps.
- Kill the other Buff
- Kill the dragon pit
Rift Scuttler. Only
Smite if needed!
- Kill the last camp (with
Smite, if able).
Malzahar clears the camps just in time to reach Scuttle as it spawns. Only

You'll get a

Keeping Swarm When Camping
The biggest takeways for effectively clearing camps:
- Start a camp by casting
Call of the Void at mid range.
- Hit every monster with
Call of the Void with every cast.
- Keep autoattacking the large monster at the camp.
- Voidlings are positioned to swarm the large monster
If the enemies are doing a Level 1 steal, your best bet is to use your excessive range advantage on Call of the Void to whittle them down and force them away. However, if your team has abandoned you, then take the loss and just go for your other buff instead.
Malzawar on Objectives
After finishing the first clear, your usual order of operations is:
- Head over to the dragon pit and kill the
Dragon (50 seconds).
If you only smited twice during the first clear, you will have twoSmites for dragon! Immediately use one, and the second will be ready shortly
- Recall, and swap a summoner to
Teleport with
Unsealed Spellbook.
- Teleport over to either the mid or top tower
- Head over to the
Voidgrubs and kill them all (40 seconds)
This order is designed to try killing the objectives shortly after they spawn, setting up for more of them later.
Sometimes, depending on the state of the lane or the scuttle vision, it may be necessary to adjust the plan, delay the start, or even just abandon an attempt partway through.
You may also find that teleporting to Grubs isn't feasible. Perhaps you were slow on killing dragon, or you see a chance to gank and it has delayed your plan. That's fine, be willing to adapt to the situation! Take

All of this is to say that Malzahar's win condition is killing objective relentlessly, and while this is the ideal relentless scenario, it's equally important to be ready to go with the flow.
Ganks For the Memories
Ganking before level 6 is fairly tricky. Without Red Buff, it's often not worth the effort unless the enemy is particularly extended.
The most useful things to keep in mind for the ganks:
- If possible, enter with
Void Shift and 2 Swarm stacks ready.
- Call of the Void's silence will disable Flash
- It also provides vision inside bushes it is cast inside
- and its range is way longer than you think it is
- Voidlings will not chase targets they cannot see
- You will need Malefic Visions to direct Voidlings toward the target
Keep all this in mind, and it's possible to pull off an early gank. Still, be wary of spending so much time trying to gank that you lose time for objectives.
The question you should always ask yourself is: "if I gank now, what objectives can I get out of it?" If the answer is none, then consider if the resources (like Flash) are worth saving for later.
Suppressing Your Luck
Ganking with

- Don't just suppress immediately. Silence first, suppress right after.
- If an ally CC's during the suppress, let go of the suppress! Then silence!
- Voidlings prioritize suppressed targets above all else
- Both Call of the Void and Nether Grasp will refresh Malefic Visions
- However, Malefic Visions is only rank 1. Silencing takes priority.
- With the ult, Malzahar is a scary counterganker. Anticipate.
Additionally, make use of



It's tempting to just gank nonstop once the ult is available, but that is not Malzahar's win condition. Their main power comes from their powerful objective control. Kills are not the end goal, they are just the method to secure objectives. Therefore, you should ideally only gank with the ultimate if there is an objective to secure immediately afterward.
Staying Objective
It is pretty normal for me to play a Malzahar Jungle match and say "Okay, I finally can jungle again for the first time in 10 minutes." If you are not in the process of taking an objective, then you should be in the process of preparing to take an objective. There should be very little downtime.
Voidgrubs are incredibly impactful if you are able to acquire them, which Malzahar is readily able to do. You should be around the entrance of the pit as soon as they spawn, as Malzahar (like most junglers) can kill the first spawn of grubs in about 40 seconds.
Make sure that you don't just enter the pit immediately, but instead get off a quick auto and have the grubs form a line, so that every

Due to the importance of grub control, it is fairly normal for the enemy jungler to be there to contest back. This is why you need to make good use of the scouting and harass power of


Note that the second set of Grubs are much tankier, and take a long time to get without your teammates's assistance. Thus, your team needs to be in a good position if you want to fight for the second set. If you find yourself getting outnumbered, then don't be greedy and die needlessly. Concede the grubs and move on; there will be more opportunities for objectives later.
Malzahar's voidlings are uniquely able to tank the dragon, making it much less risky to do so than for most other junglers. It is a little on the slower side however, taking about 45 - 50 seconds alone, so it's usually only worthwhile if you can sneak it or if the enemy jungler shows their ugly face at top.
The two biggest pointers. First, keep casting Void Swarm even if it's not at max charges yet; the extra damage taken from waiting an extra second hurts much more. Second, make sure you're timing Call of the Void to reset

Dragons later in the match are a more nuanced affair. The ability to take them is highly dependent on how many of your teammates are available to contest it near the pit. Further, every dragon you kill adds a stacking Dragon Slayer debuff, making it harder to kill subsequent dragons. Fortunately, with

Rift Herald hits pretty hard when the jungler is alone. Thankfully, Malzahar is never alone. While other junglers must suffer the 50% damage debuff that Herald can apply, this is instead given to a voidling volunteer.
Notably, every one of the Voidlings' autoattacks causes the eye to open more rapidly, allowing you to proc the eye burst damage every two seconds if you're quick on your feet. You can kill the Herald in about 25 seconds if you're really skillful about it! I suggest proc'ing the eye, autoattacking once, moving far back to drop aggro, and then autoattacking again only when the eye opens.
Start off by using Call of the Void on the herald from outside the arena so the Herald initiates its charge early. Keep casting it during the fight so you can get more Swarm stacks for W. Avoid using Malefic Visions; The mana cost is too high for the low amount of damage it adds. Of course if the Herald is below the critical health range, feel free to blast away with full force.
Also, be aware of just how much absurd distance you can cross with

Both Atakhan and Baron have a special debuff; as they hit a target with basic attacks, they shred armor and magic resistance. Baron is even nastier, also reducing its targets basic attack damage by 50%. So it sure is nice that your loyal voidlings eat up those debuffs for your team!
Malzahar's primary contribution to these objectives is not damage, but safety and zoning. Throw out your Q and W primarily, saving E only when speed is of the absolute essence. While your voidlings help tank the damage for your team, keep track of the enemy positions and your mana pool.
Although always important, remember that your

The Stage is Set
In the early game, your goals are to
- Complete your first clear.
- Rush farm for level 6.
- Take grubs and the dragon.
Avoid Using Malefic Vision on Most Camps: Until later in the game,

Gank Wisely: Refer back to the Ganking section of the guide to get good tips for a successful gank.
Use Call of the Void to Scout: Many unscrupulous fellows will try to kill Malz in the jungle. Since Call of the Void provides such strong vision, it can be used regularly to check around bushes or corners in case of a threat.
Unsealed Spellbook has an Overwhelming Variety: For early summoners however, you should primarily be replacing Flash with



Cast Call of the Void While in the Fountain: As you regain mana, it's the perfect chance to get out two casts of Q to get some Swarm stacks. Always leave the base with 2 stacks ready.
Keep a Control Ward Handy: Malzahar is not as dependent on gold as many other junglers, so there is no excuse to be lacking a control ward at pretty much any point. They are the ultimate objective securer.
As the laning phase ends, the raw utility in the build shines
- Disrupt at critical moments
- Keep control wards handy
- Stick with teammates
Focus on Picks and Peel: Malzahar Jungle effectively plays like a second support, and every spell should be focused on maximizing disruption through silences, suppresses, slows, and skillshot-voidling-blocking.
Silence then Suppress: It's often preferable to start with a silence instead of ulting immediately, because a silence can always be followed into an ult but not the other way around.
Preserve Void Shift Against Monsters: At this point, Voidlings can do almost all the tanking against camps. Try to avoid taking a monster hit too quickly before a gank, or you won't have

Let Voidlings Finish Off Monsters: Where possible, let the Voidlings just clean up the camp while you move onto more important things. Keep moving, no need to overkill the monsters. This skill takes practice though, and at first, you'll sometimes accidentally let Gromp live with 1 hp. Not that I'd know...
Unsealed Spellbook Continues its Usefulness: Big candidates for swapping are







Smite Has No Unsealed Spellbook Swapping Cooldown: Normally, if you use a spell from Unsealed Spellbook, there's a 10-second lockout. So for example, if Heal is over your Flash, and you use Heal, then you can't flash for 10 seconds. But Smite is different! Smite has no 10-second lockout, meaning you can, for example, use

Enemies Cannot Use Smite While Suppressed: However, you still can! This is one of the things that makes Malzahar so good at securing objectives because they are in such a strong position to win the smite duel.
In the late game, it's more of the same, but better.
- Peel for fed members on your team.
- Dance around the outskirts of teamfights.
- Cast a nonstop barrage of inhibiting spells.
- Save your flash-ult when possible for when you absolutely know that it will gain your team an inhibitor, baron, or nexus; Avoid using it just to get kills.
Don't be Afraid to Let Go of Your Ult: It's on a relatively short cooldown, and survival is more important than the extra damage. You also can let it go early if a teammate combos their own hard CC on it.
Check Regularly for QSS: If you've ulted the same person at least twice, be sure to regularly check for an incoming QSS purchase. It feels awful to ult someone, only to suddenly be punched in the face anyway. However, a QSS is not helpful against your silences since it's difficult to time, so you still have one disable on hand.
More Control Wards: Many teammates will start having trouble fitting control wards into their inventories. However, Malzahar Jungle often has ample inventory space to keep purchasing more and more.
Unsealed Spellbook Practically Replaces Smite: Any of the summoners are good at this point besides



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